Rudra
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Everything posted by Rudra
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Believe me, everyone understands. Just not agree.
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The author isn't interested in jumping over mobs or shifting to either side or taking a step back to catch mobs in the cone. The author wants the attack to hit mobs that are surrounding him/her/them without having to do anything to do so.
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I vote Bananas!
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I can agree on actually unique pieces. Like Recluse's spider legs, Swan's feathered outfit (though something with feathers would be appreciated for player characters), and so forth. "Unique" pieces that are found on relatively common foes though? I definitely want some of those pieces proliferated. particularly things like loincloths (male, female, and huge). Though the only enemies I know of that have an actual loincloth and not just the sybil dress without the belt is the Talons of Vengeance Oracle and the EBs you fight at the end of that slog mission defending the Midnighter's mansion in Night Ward.
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https://www.unrv.com/military/pugio.php https://www.romanobritain.org/8-military/mil_roman_soldier_dagger.php https://www.britannica.com/technology/knife Edit: I get you are probably making a joke or making fun of Google's search engine, but there are people who will believe that.
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Yes. That is why I was able to reference needing to re-position to get them back in your forward arc. I'm pretty sure the cap was raised to that point so that players would stop seeing what @Akisan saw where (s)he managed to group 6 targets but was only able to hit 5 because of the at time cap. Not because the expectation is that we will hit 10 targets whenever we use the power. I'm not sure that is the case, but I am reasonably confident it is. You look to be solo there, so I was commenting from a solo player's perspective. I play solo almost all the time. So I was giving some advice on how to deal with that situation and hit all three mobs. I agree with that first line, when on a team. I disagree with the rest. Keeping mobs off your teammates is part of what a Tanker does. Positioning mobs is also part of what Tankers do. That is your take on it. I understood that. Mine is not the same. Melee cone powers are the bulk of what I use to clear mobs en mass. I very much disagree with this part. And I've already stated I don't care if this part is implemented.
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When mobs move to flank you like that, you have to adjust to shift them back to your forward arc. Those three mobs can be kept in front of you. I make them do so regularly. And when you get them back in your forward arc, that cone is wide enough to catch at least part of all their hit boxes. And that's all it takes, is the attack connecting with any part of their hit box. Edit: Again though, I don't use Jacob's Ladder. I personally don't like it. I know others who swear by it though. I far prefer to skip it and just go straight to Thunderstrike, focusing on ST attacks until then. So even if the arc is widened, I will neither care nor use it. Conversely, if nothing is changed, I will still not care or use it.
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@Saiyajinzoningen, you posted confusion about my Triage Beacon post, so hopefully this helps clear things up. @crimson72 commented that Triage Beacon was useless and could not tell the difference if it was doing anything or not. Since Triage Beacon is a +regeneration power and not a heal or HoT, it doesn't post the floating green numbers that normally indicate healing is going on. So to see if the power is affecting a given target without having to check their regeneration rate, you can check the floor indicator for the beacon's radius and you can check the target himself/herself/themselves (or itself for non-gendered characters like MM bots) to see if they are affected. Because it is a +regeneration effect instead of a straight healing effect, it works best on targets with large HP pools like Tankers and Brutes. Or with any /Regeneration character. It doesn't heal as fast as a true heal on squishier characters, but it does provide just enough bonus healing in the form of regeneration that it increases your likelihood of surviving difficult fights. Even my merc pets, which have the bad habit of dying very quickly, show amazing resilience when I keep them in the beacon's radius. Now, am I going to complain if it was changed to a HoT instead of +regen'? No. However, I personally don't find it to be useless.
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https://cod.uberguy.net/html/power.html?power=scrapper_melee.dark_melee.shadow_maul&at=scrapper (Edit: I found no patch notes on paragonwiki that mentioned widening Shadow Maul's cone. Are you sure it used to be 40 degrees?) Edit again: Okay, changed here: https://homecoming.wiki/wiki/Issue_26_Page_5 Even before the arc increase though, back on Live, I never had any noticeable problems hitting 3 targets with it.
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Triage Beacon boosts affected targets' regeneration. Unslotted, it grants +150% regeneration. Since this is regeneration and not a heal or a heal over time, there is no visual cue for the effect other than the green triangle and the green aura on the characters. As long as you have that green aura though? It is working. Not as fast as a heal or HoT, but still effective. (Edit: I usually put two Numina's Convalescence enhancements in mine. The Heal/RECH and the Heal/END/RECH ones. That pumps Triage Beacon up to +221.55% regeneration boost.)
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Like I said, I don't use Jacob's Ladder. That's a personal choice. So I don't how how easy or hard it is to hit multiple foes with it. Shadow Maul though? I have Dark Melee characters and never have any problems with hitting 2 or 3 foes, even without having to shift positions. So I don't understand the claim that Shadow Maul can't hit multiple foes. It has a 120 degree arc. Catching multiple foes with it is easy. (Now hitting those foes instead of missing? That can be a problem until I finally get some strong enhancements slotted.)
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All melee powers, barring that one whip attack from Demon Summoning, have a 7 feet range. And with a 50 degree arc, Jacob's Ladder is not really a small cone. (I don't take it on any of my electric melee characters because I don't like the animation and I think it is a pointless power. There are other players that swear by it however.)
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Don't do this. 'It' is not a pronoun you can ever respectfully apply to a person. 'It' is for objects. You've done that twice in this thread alone. Every time I use "it", it is in reference to a character, not a player. Seeing as how I have non-human, mechanical characters that lack any gender at all and don't associate themselves with any gender, "it" is the correct pronoun for them. When I say "he/she/them/it" or "(s)he/them/it", I am acknowledging that some players, myself included, make "it" characters. Edit: Also, is there a reason you chose to thumbs down almost every post I made in this thread, including my attempts to provide suggestions for the author's character? Or why you chose to laugh at my apology?
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The only floating athleticism lets you do is on water.
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It looks to me like @UltraAlt does know how to play a Stalker right. An AT with stealth powers built into every secondary pool, attacks that do increased damage from stealth, and a means of quickly getting back into stealth against a single target? I play Stalkers routinely too and I agree with @UltraAlt. On a typical team, Stalkers run like they're Scrappers instead because the team doesn't grant the Stalker the time or opportunity to be a Stalker. Also, just because someone may play an AT differently than you does not mean they are playing the AT wrong. So no, that statement is not 100% apt here.
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I can get behind this. It's silly and bound to be hilarious to see when several individuals run around the city in them. I could also get behind a new temp power: Ball Run. It's your Beast Run/Hamster Ball Run hybrid. The only down side to this I see? Is the increased character space required and all that would entail in confined spaces.
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If you want your non-flier character to fly without using Fly or Mystic Flight for being a non-flier, then use a jetpack, Void Skiff, Rocketboard, or Flying Carpet. If you want your character to fly without a visual external device to provide that flight, then take Fly or Mystic Flight. I'm tired of arguing in circles. I'm very much against a no jetpack version of jetpack. I hope the devs agree and decide to not bother making one.
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Your request is about taking away a visual FX. So comparing the ability to add a visual FX is not the same thing.
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They exist, are available as early as level 4, and take a single power choice with no prerequisites to get. Using your feral demon as an example, if he/she/them/it can float in mid-air and wail on a flying target and chase it through the air as needed to wail on it and it isn't using some sort of external device to do so, then it can fly. It isn't using a jetpack, it is using an inherent ability to fly. You chose to not give the demon a fly power, so that leaves it using an external means of flight, in this case, a jetpack. Edit: And since said feral demon can presumably complete any missions given in the game, then said demon is obviously smart enough to strap on a jetpack and go. Because other tasks in the game that our characters do automatically are decidedly more complex.
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I genuinely do not understand this argument. What makes a flight power with no FX worse than one with FX? The fact that no visual FX flight powers already exist and are readily available for use.
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Agreed. I doubt anyone would complain about more versions of jetpacks being available. (It's the no jetpack version of jetpack that those of us arguing against are against.)
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Yes. Is that a problem? If you are fine with a non-flying character just arbitrarily flying and beating the crap out of targets but are not fine with a non-flying character using an external means of flying to beat the crap out of a target, that's you. It makes absolutely no sense, but that's your choice. I'm still against a no jetpack version of jetpack though.
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Then take Super Jump. Any enemy that flies beyond Super Jump's reach is just running away. Let them run and finish them later. Edit: And yes, I've fought fliers with non-fliers this way. On numerous occasions. Though normally I'm only using Combat Jumping instead of Super Jump to deal with them.
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As for your feral demon, I'd say just take Void Skiff. The demon can still focus power below himself/herself/themselves/itself. Then just turn it off when you get to where you want to go.